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[TF2] Play Huntsman/Fortified Compound's shaking animation immediately once overcharged - #1992

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Tkain:huntsman-shake-fix
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[TF2] Play Huntsman/Fortified Compound's shaking animation immediately once overcharged#1992
Tkain wants to merge 1 commit into
ValveSoftware:masterfrom
Tkain:huntsman-shake-fix

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@Tkain

@Tkain Tkain commented Aug 7, 2026

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Description

TF2 only changes a Huntsman or Fortified Compound's viewmodel animation when CTFCompoundBow::SendWeaponAnim is called. Currently, if a bow is being charged, SendWeaponAnim is only called when the bow's animation finishes. This means a bow can only ever begin its overcharging animation once its normal charging animation reaches its loop point. Because of this, bows' overcharge animations only start a few seconds after they enter their overcharged state. Bows otherwise have no visual indicator of being overcharged, so this discrepancy can be misleading for players.

This commit allows bows' overcharging animations to begin as soon as they becomes overcharged. It does this by allowing SendWeaponAnim to be called before a bow's charging animation finishes if it is overcharged.

TF2 only changes bows' viewmodel animations when SendWeaponAnim is called. Right now, if we're charging a bow, we only call that when its current viewmodel animation finishes. This means we have to wait for the bow's normal charging animation to finish before we can start its overcharging animation. Because of this, bows' overcharging animations only start a few seconds after they become overcharged.

This commit allows bows' overcharging animations to begin as soon as they becomes overcharged. It does this by allowing SendWeaponAnim to be called before a bow's charging animation finishes if it is overcharged.
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